The Dungeon Maestro's Reign of Winter Campaign


Recruitment

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Reign of Winter
Mysterious pockets of winter-touched land have been opening up all over the Inner Sea Region. Strange Fae and other creatures have been seen roaming these wintery landscapes and any who enter are attacked or captured by them. It is your job as adventurers to explore this strange phenomenon and get to the bottom of whats causing it before the world can be covered in winter.

Hi guys, Darrian Masters here. I will be running the Reign of Winter adventure path for 4 lucky adventurers ready to take on the challenge.

(Previous voting thread for reference: Newbie GM - Carrion Crown, Reign of Winter.... and Maybe Rise of the Runelords)

Please get the Reign of Winter Player's Guide and familiarize yourself with it.

Here are the character creation requirements and Guidelines:

-Lv1 of course

-25 point build... (something tells me your going to need it.... and I tend to like tougher characters anyway)

-All Paizo is welcome with some guidelines: All non-core races will be run by me before implementation and playtest classes will also have to be run by me before hand (it would also help if its in something that isn't part of the ultimate/advanced/core books that it appears on d20).

-Any third party content will be run by me and will have to appear in its entirety on http://www.d20pfsrd.com/ (Please don't be ridiculous with this).

-2 Normal traits and 1 Reign of Winer Campaign trait (From the Players Guide)

-non-evil alignments

-average starting wealth: The Adventure path assumes you don't start with any winter equipment at all (though some you can get from town by buying it)

-Please include a short background that either includes your time living in the village of Heldren or how you got there recently (preferably live there)

-Lastly please include your Character Crunch (in a spoiler as to not make a wall of text please)

*-Not a guideline per sey, but I tend to like a complete party: A front lines fighter (doesn't have to be the class), a skill monkey, a healer, and a Magic user.

**-Also not a guideline and no one has to follow this, but the players guide recommends certain archetypes for the theme of the adventure path: The winter witch archetype, winter witch prestige class (later on), the oracle winter mystery, arctic druid archetype, the sorcerer boreal bloodline, witch hunter archetype (inquisitor), and hexcrafter (magus).

Please ask questions if you have them.


Wouldn't going fire be a better idea since we're going to be fighting stuff used to cold?

Also, kind of wondering if you mind extra gold traits. A wand of cure light wounds would do wonders to let us get something done during the first level without having to limp home and sleep for three days every time we take a greatsword to the face.


Would you be willing to use Path of War?


The Dragon wrote:

Wouldn't going fire be a better idea since we're going to be fighting stuff used to cold?

Also, kind of wondering if you mind extra gold traits. A wand of cure light wounds would do wonders to let us get something done during the first level without having to limp home and sleep for three days every time we take a greatsword to the face.

You are very perceptive. Yes, a lot of things in the adventure path either have cold resistance or immunity, but not all of them do and some of the ice or winter based archetypes survive better in the cold than other characters do. Like I said though, you don't have to pick them. They are just better suited to the theme of the campaign.

As to money traits.... I am not against them, but I would really like to know how your character came to his fortune. It would make a great part of your background to explain this.

Berenzen wrote:
Would you be willing to use Path of War?

Hm... What specifically are you using from this? If you give me more specifics then I can get a better idea of what you're going for.


Pathfinder Rulebook, Starfinder Roleplaying Game Subscriber
The Dragon wrote:

Wouldn't going fire be a better idea since we're going to be fighting stuff used to cold?

Also, kind of wondering if you mind extra gold traits. A wand of cure light wounds would do wonders to let us get something done during the first level without having to limp home and sleep for three days every time we take a greatsword to the face.

Generally the cold based class abilities give cold resistance as well. Also, some of the fire abilities opens one to more cold vulnerabilities (such as the fire spirit shaman’s familiar.)

Edit: ninja'd, what I get for going and downloading the player's guide before posting.

Would an investigator work for this? I was thinking one interested in the constructs the witches of Irrisen use...


Would a shaman from the ACG work? It's up on the PRD site
I would love to play that AP.


I was looking at the Warder Class with the Zweihander Sentinel Archetype


I'd like to throw in an application for a Fetchling Slayer. Would this be alright with you?


This is drogeney, I would like to submit this character. I will be changing from crossblooded and have to redo a few other things, but I intend to leave the race (snow elf) and back story alone. If she won't work then I will build something else.

Everything is in the alias and I should have her rebuilt by Thursday morning sometime.

Liberty's Edge

Submitting Arthrax, the generic fighter.


Sedoriku wrote:
Would an investigator work for this? I was thinking one interested in the constructs the witches of Irrisen use...
Nekosluagh wrote:

Would a shaman from the ACG work? It's up on the PRD site

I would love to play that AP.
ScubaSteve93 wrote:
I'd like to throw in an application for a Fetchling Slayer. Would this be alright with you?

^_^ What do you guys mean by work? Are you asking if I would like them in my campaign? >_< If that's the case, I can't tell you what classes I prefer (that would be cheating), but I can tell you that I don't dislike any paizo class and can say that they can work in the AP. Though being from the ACG means they will be alone in the fact that no others appear in the AP, I am not against the ACG classes being in the campaign.

Berenzen wrote:
I was looking at the Warder Class with the Zweihander Sentinel Archetype

Ouch... You're hurting my brain. I thought to give it a quick look through and realized that it just wasn't possible to be quick about it. It adds more rules to the game and constantly referenced them. If you still wish to use this then give me some time to read through it and I'll tell you if I am willing.


I meant the fetchling race, since you said to run non-core by you, but I see that you said d20 was good. Sorry


ScubaSteve93 wrote:
I meant the fetchling race, since you said to run non-core by you, but I see that you said d20 was good. Sorry

I didn't say d20 was good, I said I would prefer it if it was on d20 if it wasn't in the main books (advanced/ultimate/core)....

....I think you can use the fetchling. Its a 17 rp race though...

Mirri Willowthir wrote:

This is drogeney, I would like to submit this character. I will be changing from crossblooded and have to redo a few other things, but I intend to leave the race (snow elf) and back story alone. If she won't work then I will build something else.

Everything is in the alias and I should have her rebuilt by Thursday morning sometime.

Arthrax wrote:
Submitting Arthrax, the generic fighter.

Also, when you guys submit a character, please post the Crunch and Background. It would help me out greatly. ^_^

Scarab Sages

Okay, give me a few and i'll have my character ready.

Liberty's Edge

Darrian Masters Dungeon Maestro wrote:
ScubaSteve93 wrote:
I meant the fetchling race, since you said to run non-core by you, but I see that you said d20 was good. Sorry

I didn't say d20 was good, I said I would prefer it if it was on d20 if it wasn't in the main books (advanced/ultimate/core)....

....I think you can use the fetchling. Its a 17 rp race though...

Mirri Willowthir wrote:

This is drogeney, I would like to submit this character. I will be changing from crossblooded and have to redo a few other things, but I intend to leave the race (snow elf) and back story alone. If she won't work then I will build something else.

Everything is in the alias and I should have her rebuilt by Thursday morning sometime.

Arthrax wrote:
Submitting Arthrax, the generic fighter.
Also, when you guys submit a character, please post the Crunch and Background. It would help me out greatly. ^_^

It's all in the profile, but I understand it can save you time. Here goes. :)

Crunch:

Arthrax Bellringer
Male Human Fighter 1
NG Medium Humanoid (Human)
Init +4; Senses Perception +1
--------------------
Defense
--------------------
AC 20, touch 12, flat-footed 18 (+5 armor, +3 shield, +2 Dex)
hp 13 (1d10, +2 Con, +1 favored class)
Fort +4, Ref +2, Will +1
Cold Resistance 2
--------------------
Offense
--------------------
Speed 20 ft.
Ranged Throwing Axe +3 (1d6+4/x2)
Melee Cold Iron Battleaxe +6 (1d8+4/x3), HandAxe +5 (1d6+4/x3)
--------------------
Special Abilities
--------------------
Bravery +1 (+1 to Will saves vs fear effects)
--------------------
Statistics
--------------------
Str 18, Dex 13, Con 14, Int 10, Wis 12, Cha 10
Base Atk +1; CMB +5; CMD 16
Feats Weapon Focus (Battleaxe), Power Attack, Shield Focus
Traits Northern Ancestry, Sacred Touch, Reactionary

Skills

Trained:
Climb +8 (1 rank) (+2 in armor and shield)
Intimidate +4 (1 rank)
Profession (Mercenary) +5 (1 rank)
Swim +8 (1 rank) (+2 in armor and shield)

Untrained:
Acrobatics +2 (-4 in armor and shield)
Bluff +0
Diplomacy +0
Perception +1
Sense Motive +1

Languages ]Common, Taldan

Other Gear ] Battleaxe, Handaxe, 4 Throwing Axes, Scale Mail, Large Steel Shield, Backpack, Bedroll, Crowbar, Flint & Steel, Grappling Hook, Hammer, 5 Pitons, 8 Days Trail Rations, 50' Rope, 3 sacks, 5 torches, Waterskin, Explorer's Outfit, 43gp, 5sp, 5cp

Background:
Arthrax grew up the third born of a pair of Sarenrae priests in Varisia. His mother Iris had come from the frosty northern lands, but his father Luthar descended from generations of Sarenrae priests in and around Korvosa, the family legacy of divine gifts and service to Sarenrae passed down over centuries. As Arthrax grew older, his brother Thomasz and his sister Lucendia both inherited the divine gift, as expected. At first, it appeared Arthrax would receive the gift as well, for he could stabilize a dying man with unnatural skill and staunch the flow of blood from a lethal sword wound more quickly than any of the rest of them. A few years passed, and although his skill at keeping death at bay for those sorely injured never waned, it became apparent that Arthrax would be the first in many generations to not receive the clerical gifts of Sarenrae. Arthrax was a large young man, so his parents found a place for him as a holy protector of the church of Sarenrae, dispelling the minor arguments that took place and making sure the tithes left to the priests remained undisturbed. As time went on, Arthrax became increasingly despondent. When his parents and siblings looked at him, he saw their love and caring for him, but underneath he saw something else...PITY. And from his parents, a certain amount of embarrassment that he too had not received the divine gift, a suspicion that there was some darkness lurking under the surface. When he could not stand it any further, he announced his intention to travel the world to his father, who did little to dissuade him.

Arthrax found that his size and later, his skill at arms, found him desired as a sellsword, so he found work guarding caravans, repelling goblin raids, and serving as a bodyguard for a minor noble for a year or so. He took to his work with enthusiasm, realizing that distraction made Sarenrae's rejection fade to the background. He also nursed the bottle to help him cope at night, drinking himself into oblivion. Arthrax gave up the drink after getting violently expelled from a caravan where he vomited on the fine silks he was supposed to be guarding. Although he has felt a pull north, towards his mother's homeland, his constant work has led him to the small town of Heldren in Taldar. Having guarded a regional caravan to its destination, he is currently looking for more work to distract him.

Appearance & Personality:
Arthrax is a large young man of average looks. He inherited his father's warm brown eyes and dark hair and his mother's pale skin. Even though his looks are unassuming, people tend to get intimidated by his size. From his time in the church and on the road Arthrax has become comfortable with taking commands from others, as long as they didn't violate his moral code too profoundly. He tends to do the right thing, but is still struggling with what he sees as the rejection of the goddess Sarenrae and is prone to volatile emotions (both up and down) when dealing with members of any clergy, particularly Sarenrae.


Here is the updated version of the character, I will be adding her into my alias after this post. She will be a combination blaster/area control with some debuffing/buffing as needed.

Build:

Mirri Willowthir
female arctic elf sorceress 1
CG medium humanoid (elf)
Init +3; Senses Perception +8
--------------------
Defense
--------------------

AC 14, touch 13, flat-footed 11 (+1 armor, +3 Dex)
hp 6 (1d6+0)
Fort +0, Ref +3, Will +3
Defensive Abilities Desert Runner Energy, Resistance (cold) 5
--------------------
Offense
--------------------

Speed 30 ft.
Melee dagger -1 (1d4-1 19-20/x2)
Ranged varies +3 (varies)
Spell Like Abilities (CL 1, concentration +5)
7/day cold steel (7/7 per day)
Spells (CL 1; concentration +5):
1st (4/4 per day)—snow ball (dc 16), magic missile
0 (at will)—detect magic, prestidigitate, ray of frost
--------------------
Statistics
--------------------

Str 9, Dex 16, Con 10, Int 12, Wis 12, Cha 18
Base Atk +0; CMB +0;CMD 13
Feats eschew materials (bf), element focus (cold)
Traits volatile conduit, seeker, warded against witchery
Skills Craft (jewelry) +5, Knowledge (arcana) +5, Perception +8, Spellcraft +5, Survival +5
Languages common, elven, sylvan
SQ cantrips, crossblooded (boreal and cold)
Combat Gear dagger, armored skirt (kilt); Other Gear none
Misc Gear backpack, bedroll, belt pouch, spell coponent pouch, elven trail rations (5days), travelor's outfit, soap, small steel mirror, common survival kit [flint and steel, a mess kit, two waterskins (enough to hold water for 1 person for 1 day), very basic maps showing major landmarks, and a small utility knife.], 32 gp 8 sp 9 cp
--------------------
Special Abilities
--------------------

Bloodline Arcana Whenever you cast a spell with the cold descriptor, increase the spell’s save DC by 1. Whenever you cast a spell that deals energy damage, you can change the type of damage to match the type of your bloodline. This also changes the spell's type to match the type of your bloodline.
Cold Steel At 1st level, you can touch a weapon or up to 50 pieces of ammunition as a standard action, giving it the frost property for a number of rounds equal to 1/2 your sorcerer level (minimum 1). At 9th level, you can confer the icy burst property instead, but the duration of the power is halved. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Darkvision Though uncommon, some groups of elves are born with darkvision, rather than low-light vision. In many cases this is taken as a sign of a drow in the elf's ancestry, and can lead to persecution within the elf's home community. Elves with this racial trait gain darkvision with a range of 60 feet, but also gain sensitivity to light and are dazzled in areas of bright light or within the radius of a daylight spell. This racial trait replaces low-light vision.
Desert Runner Some elves thrive in the deepest deserts, forever roaming across burned and parched lands. Elves with this racial trait receive a +4 racial bonus on Constitution checks and Fortitude saves to avoid fatigue, exhaustion, or ill effects from running, forced marches, starvation, thirst, or hot or cold environments. This racial trait replaces elven magic.
Elemental Resistance Elves who dwell in the most extreme environments, from arctic wastelands to volcanic plains, develop natural resistance to the dangers of their homelands over the course of a few generations. Elves with this racial trait gain elemental resistance 5 to acid, cold, electricity, or fire. This choice is made at character creation, and once made it cannot be changed. This racial trait replaces elven immunities.
Keen Senses Elves receive a +2 racial bonus on Perception checks.
Seeker You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.
Volatile Conduit Once per day as a free action, when you cast a spell that deals acid, cold, electricity, or fire damage, you can enhance that spell with volatile energy. When you do, it deals 1d4 points of extra damage of the same energy type.
Warded against Witchery You gain a +1 trait bonus on saving throws against the spells, spell-like abilities, and supernatural abilities of evil arcane spellcasters, and a +1 trait bonus on Spellcraft checks to identify spells cast by evil arcane spellcasters.
Weapon Familiarity Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.

Description:
Mirri is a slender and mid sized arctic elf with pale, ice blue, eyes and hair the color of new fallen snow. Her complexion is very pale and she wears a loose white linen tunic with a strange white skirt that seems to be heavily reinforced and a dagger strapped to her waist. She wears a necklace and rings made of bone and stones, and has taken to selling similar ones to help pay her way for the time being. When she goes out doors during the daytime she binds a thin strip of dark grey linen around her eyes to protect them from the harsh glare of the bright sun, a trick she learned at home for the days when the sun glared blindingly off of the snow and ice.

Personality:
Mirri is a kind individual, though she has a defensive nature and a slight inferiority complex due to her past. Since leaving home she has begun to realize how much she doesn't know, and has been trying to fix that At times she can be hard and cruel like the furry of a winter storm, and at others as gentle as snowflakes falling upon an upturned face.

Background:
Mirri was born in the frozen areas of the northern polar regions in the midst of a terrible snowstorm. Her delivery was rough and at the moment of her birth an ice elemental that had been enjoying the storm found it's way into the room, drawn to the newborn child who it felt a kinship with. The heat killed the tiny little elemental, melting it as it approached the child. It came close enough to see into her eyes and perished as her warm breath blew across it in a giggle and inhaled on her next breath, binding with her forever more.

Mirri's hair was touched by the cold of the elemental and turned instantly white as the snow covering the village, and forever marking her as blessed to her people. She grew up with great things expected of her and, while everyone supported her, they were also very critical of everything she ever did. She learned to keep careful watch for her mistakes so that she wouldn't be told how she could do better, or get the looks of disappointment that seemed to follow her failures.

As she grew older, her parents Taridel and Merrilin did their best to support her, particularly when they found that she had some control over cold magics. As her powers of sorcery developed, they encouraged her to become more broadly developed in what she could do, apprenticing her to a family friend who was a wizard. For some reason, she could never focus well enough to bring out the same variety of spells that her master expected of her, always lagging behind in what she should be able to cast, and bringing about disappointment from her teacher at her lack of skill.

As she reached adolescence, she found that, yet again, more expectations were made of her, a way to provide some means of support for herself, finding a man to take as a husband one day, so many things that they began to weigh on her heavily, further distracting her from her studies and bringing even more disappointment from those who expected so much of her.

In the end, she couldn't take it any longer, and she fled her home, the last straw being her betrothal to an arrogant ass of an elf whom she couldn't stand. She had no destination in mind, but set out wandering, finding herself drawn ever farther south and east of her homeland. During her travels, she had to cross the lands of Irresen and had a rather nasty encounter with an apprentice winter witch, the woman tried to press her demands upon Mirri, attempting to enslave her only to find how bad of an idea it was to challenge a snow elf mage with cold magic. When the fight was over, the apprentice was killed and Mirri found herself dodging the witches minions until she got well clear of their lands. One day, about a year after she left home to follow the pull, she found herself in the town of Heldren in southern Talador, drawn there for some reason she can't as yet comprehend. She strongly wishes that she could leave as it is far too hot and bright, hurting her eyes so badly that she keeps a strip of thin linen bound across them when outdoors so that the light isn't as hard on her eyes, but is resolved to waiting until she can find out what it is that brought her to this miserable place.

*Edit: Found an error or two and corrected them.


Berenzen wrote:
I was looking at the Warder Class with the Zweihander Sentinel Archetype

Okay, I've decided that you can insert a character like that in the running. Its kinda interesting, its almost like a magic user without a speck of magic the way its run. If I do pick you though, you have to understand me being kinda nit picky when it comes to your character's maneuver preparation.

Just like with all preparation casters (and in your case, your maneuvers for your class) I will not be lenient when it comes to preparation. If you didn't prepare it, its like you don't have it. ^_^ Anyway, try to impress me. I wonder how something like that would function in a campaign like this.


Mirri Willowthir wrote:

Here is the updated version of the character, I will be adding her into my alias after this post. She will be a combination blaster/area control with some debuffing/buffing as needed.

** spoiler omitted **...

Thank you for posting on the thread. You do realize though that energy resistance doesn't stack. So when you reach level 3 your energy resistance doesn't increase. Just making sure. :)


Yes, but the energy resistance isn't the only thing I get, I still get the other portions and at level 9 the resistance increases to 10 which I get instead of the 5. For this campaign the other portion of the ability is likely worth as much or more than the resistance.


Mirri Willowthir wrote:
Yes, but the energy resistance isn't the only thing I get, I still get the other portions and at level 9 the resistance increases to 10 which I get instead of the 5. For this campaign the other portion of the ability is likely worth as much or more than the resistance.

I understand.

Just realized something.... Did you stay crossblooded? You still have the energy conversion if you didn't.

Silver Crusade

Dot dot dot

Silver Crusade

Thinking Magus


Doh! She used to be but I ditched it as I decided that I didn't like the setup. She is not cross blooded, I have fixed it in the alias. Thanks for pointing it out to me.

Scarab Sages

Would a Catfolk be acceptable?


Amsheagar wrote:
Would a Catfolk be acceptable?

Yes.

Silver Crusade

Well, magus or fighter ( viking)


Here is ScubaSteve's Fetchling Slayer, Icera Greyblood

Crunch:
Female Fetchling Slayer 1
N Medium Outsider (Native)
Init +3; Senses Darkvision 60 ft., Low-Light Vision, Perception +1
------------------------------
DEFENSE
------------------------------
AC 16, touch 13, flat-footed 13 (+3 armor, +3 dex)
hp 11 (1d10+1)
Fort +3, Ref +5, Will +1
Resist Cold 5, Electricity 5
------------------------------
OFFENSE
------------------------------
Speed 30 ft.
Melee Greatsword +4 (1d12+4/19-20)
Dagger +4 (1d4+3/19-20)

Ranged Longbow +5 (1d8/x3; 100 ft.)
Dagger +4 (1d4+3/19-20 10 ft.)
------------------------------
STATISTICS
------------------------------
Str 16, Dex 16, Con 12, Int 14, Wis 12, Cha 10
Base Atk +1; CMB +4; CMD 17
Traits Slippery, Armor Master, Restless Wayfarer
Feats Weapon Focus (Longbow)
Skills (9 points; 6 class, 2 INT, 1 favored class)
ACP -0
(1) Acrobatics +7
(1) Climb +7
(1) Heal +5
(1) Knowledge (geography) +7
(1) Knowledge (planes) +8
(1) Perception +5
(1) Sense Motive +5
(1) Stealth +10
(1) Survival +5
*ACP applies to these skills
Non-Standard Skill Bonuses
Knowledge (geography) +1 trait
Knowledge (planes) +2 race
Stealth +2 race, +1 trait
Languages Common, Terran, Aklo, Auran

Background:
Icera was born to travelling merchants, so she never knew where home was. They were always on the move, and her parents Drosil and Inva used their born ability to traverse the shadow plane to move quicky. At a young age she learned about the two different planes by travelling back and forth with her family. She liked the darkness of the Shadow Plane, but was more interested with the green foliage and animals of the Material Plane. She saw the good and bad in both of the worlds and has always straddles the difference.
When Icera was 10, her family was attacked by a pack of starved wolves while travelling between towns. Her father held most of them off, but two had gotten to her mother and in a brutal attack killed her. Drosil managed to fight off of the rest of them, but Inva was lost. At that point, Drosil knew Icera needed to learn how to defend herself. He taught her how to use a bow, and she took to it like a fish to water. She spent every day practicing with her bow, hunting small animals and cooking for Drosil and herself. As the years went on, she grew up strong and with time and experienced ended up protected her father instead of the other way around.

At the age of 25, as Icera and her father were traveling between Zimar and Oppara, misfortune struck the family again; a band of thieves attacked. Icera managed to take them all out, but not before one of them was able to put a dagger in the back of her father. It was just like how she lost her mother. Strong enough to protect herself, but not those closest to her. She was all alone and didn’t know what to do with herself, so she did what she had done her whole life… kept moving. It was all she had ever known and it kept her moving on mentally as well. She continues to live the nomadic lifestyle, living off the land, and searching for meaning in her life, trying to understand the senseless violence that ripped her family away from her.

Appearance and Personality:
Icera is a mild-mannered heart with a love for nature. Her experience gained from traveling with her family to different places with different cultures allowed her to be understanding of people’s differences. She never seeks violence but is quick to defend herself and anyone she is close with. Icera sees herself as a provider, not needing to rely on others, but will accept help if it is offered.
Her fair, grey skin blends into the shadows with ease. Standing 5’ 11” and only 98 lb. she is often mistaken for a malnourished human woman, but her strength lies in her powerful core. Although she may not appear as a threat, she is quite capable of defending herself if need be.


Here is Sevante, sedoriku's weather and story obsessed investigator.

Character sheet:

Male half-elf
Investigator 1 (Empiricist)
NG Medium humanoid
Init +3; Senses: Perception +6 (+7 for traps)
--------------------
Defense
--------------------
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 9 (1d8+1)
Fort +1, Ref +5, Will +2
--------------------
Offense
--------------------
Speed 30 ft.
Melee +3 (1d6 Rapier)
Ranged +3 (1d6 Short bow)
--------------------
Statistics
--------------------

Str 10, Dex 16, Con 13, Int 18, Wis 10, Cha 12

Base Atk +0; CMB +0; CMD 13

Feats:
Weapon finesse
Skill focus (survival)

Skills (10):

Craft (Alchemy, 1 rank, 4 int, class): +8 (9 for crafting),
Knowledge (Local, 1 rank, 4 int, 1 trait, class): +9,
Knowledge (Nature, 1 rank, 4 int, class): +8
Spellcraft (1 rank, 4 int class): +8,
Use Magic Device (1 rank, 1 cha, class): +5,
Perception (1 rank, 0 wis, 2 racial, class): +6 (+7 for traps),
Diplomacy (1 rank, 1 cha, class): +5, +7 to gather information.
Acrobatics (1 rank, 3 dex, class): +7,
Disable device (1 rank, 3 dex, class): +7,
Survival (1 rank, 0 wis, 3 feat, class): +7,

Stealth (3 dex): +3,
Ride (3 dex): +3,
Appraise (4 int): +4,
Bluff (1 cha): +1,
Disguise (1 cha): +1,
Escape Artist (3 dex): +3,
Fly (3 dex):+3,
Intimidate (1 cha): +1,
Perform (1 cha): +1.
Profession (Weather chronicler): +0
Traits:

Restless Wayfarer: You have long led a nomadic life— perhaps because your parents were travelers (whether roaming Varisian caravaneers or traveling merchants who traded far and wide), you belonged to a nomadic tribe, or you ran away from home to discover the world at a young age. Some call it wanderlust, but to you the thought of new places and experiences is truly what makes life worth living, and no region catches your imagination like the windswept wilderness of the North. You are used to getting along in unfamiliar lands and interacting with interesting new people. You gain a +1 trait bonus on Knowledge (geography) and Knowledge (local) checks and one of these skills (your choice) is a class skill for you. You can also speak one additional language (this does not count toward your number of languages).

Helpful:
You always know the best way to assist your companions, be it assisting them with a task, defending them in battle, or helping them place a well-aimed strike. When using the aid another action, you grant your ally a +3 bonus instead of a +2 bonus.

Affable:
You have a genial personality and make it a point to befriend and help people wherever you go. In your travels, you stop to aid others, tell interesting stories, and often buy rounds of drinks for patrons at the local taverns. You bring good cheer to those you encounter, and for this reason, you often find yourself attending important events or fruitful gatherings, and have even become an honorary member of many families. People find you trustworthy, and they are willing to share information with you. You gain a +2 trait bonus on Diplomacy checks to gather information, and can do so in half the normal time. In addition, Diplomacy and Knowledge (local) are always class skills for you.

Languages:
Common, Elven, Skald, Hallit,

--------------------
Racial Abilities:
--------------------
Adaptability: Skill focus (survival)
Keen Senses: +2 Perception
Cold honed: Snowborn can move through natural snow and ice at their normal speed and gain a +4 racial bonus on Fortitude saves to avoid nonlethal damage from cold environments. This racial trait replaces the elven immunities racial trait.
Multitalented: two favored classes (Investigator, and ?)
Low-light Vision
Elf Blood: Half-elves count as both elves and humans for any effect related to race.

--------------------
Class Abilities:
--------------------
Alchemy
Inspiration (4/day): An investigator is beyond skilled and knowledgeable—he also possesses keen powers of observation and deduction above and beyond the abilities of others. An investigator typically uses these powers to aid in their investigations, but can use these f lashes of inspiration for other situations. An investigator has the ability to augment skill checks and ability checks through his brilliant inspiration. The investigator has an inspiration pool equal to 1/2 his investigator level + his Intelligence bonus, minimum 1. As a free action, he can expend one use of inspiration from his pool to add 1d6 to the result of that check (including any he takes 10 or 20 on). This choice is made after the check is rolled and before the results are revealed. An investigator can only use inspiration once per check or roll. The investigator can use inspiration on any Knowledge, Linguistics, or Spellcraft skill checks without spending a use of inspiration, provided he’s trained in that skill. An investigator’s inspiration pool refreshes each day, typically after he gets a restful night’s sleep. Inspiration can also be used on attack rolls and saving throws, though at the cost of expending two uses of inspiration from the investigator’s pool. In the case of saving throws, using inspiration is an immediate action.
rather than a free action.
Trap finding: An investigator adds half his level to Perception skill checks made to locate traps and to Disable Device checks (minimum 1). An investigator can use Disable Device to disarm magical traps.
Extracts: 2/day (1st level)
--------------------
Extracts:
--------------------
2 – 1st level extracts

Prepared (normally):
1st –

In formula book (6):
Cure light wounds, Shield, Long arm, Endure elements, Comprehend languages, and (Fire belly or Poly Purpose Panacea)

--------------------
Sevate’s Specifics:

--------------------
Description
--------------------
A tall and somewhat robust man, Sevante is a surprisingly weak man. He can drink many man under the table but ask him to overpower the same man and the half-elf suddenly doesn’t seem so powerful. He keeps his long blonde hair braided back and out of his blue eyes. Although this does show off his ears a little more than he’d like. An experienced traveler from both his childhood and his profession, Sevate is adapts his personality to the area. He always tries to blend in and Coax out the next story, whether of the ‘gigantic snow storm six years back’ or the adventures of Harry the Hero.

However, Sevante is an interesting contradiction. He genuinely loves people and enjoys being around them but finds being with them for extended periods tiring. Often his carefree and open attitude is a front; he usually has some worry or anxiety gnawing at the back of his mind and he doesn’t always give complete answers to questions asked of him. However, his joy over a good tidbit of information or his concern for people is rarely forced.

--------------------
Background
--------------------
Sevante grew up always on the move.

His father, Ragnar, once seduced a beautiful elven woman. A few months later, the same woman ended up on his doorstep with “his” child. Ragnar proved to be a caring and considerate father despite being a full-time Pathfinder. At first, the Ulfen man left his son with caretakers whenever work required him to be away from his home in Abasalom, but he soon found it prohibitively expensive. When Sevante was old enough to walk on his own, Ragnar would start bringing the ‘little tyke’ along with him, often telling stories about his homeland of the linnorm kings.

When actually on a mission, Ragnar would leave his son in the care of the nearest lodge. Sevante quickly learned to entertain himself, but finding the only books available were the exceedingly dry chronicles, he soon took to asking Pathfinders about their lives or their adventures and soon taught himself many ways or tricks to getting even the gruffest man to open up. His favorite stories, though, always had to deal with the Inner Sea’s frozen north: the wicked witches, the spine-tingling linnorms, and the hardy people who lived there.

Ragnar, after years of hard work, was finally able to get a permanent post in his home country, and was able to belatedly teach his son many of the important skills needed to survive in a frozen tundra. This further fueled the half elf’s interest in the cold and winter environments and sparked a life-long ambition to study weather. By the age of twenty-three he had trained himself as an amateur expert on weather and weather patterns. When he heard about the odd weather in Southern Taldor, he had to investigate.


I did have a couple of questions though before I declare everything (but his gear) final.
First, would the spell fire belly have any effect against the cold? Mostly, if we came across someone freezing to death (say after level three when he takes infusion) could it help any?
Secondly the Cold-honed sorry no direct link :[ racial trait is normally a bit restrictive but fits rather well with the campaign. With his current background, can Senvante take it?
And finally, I was looking at taking the Empiricist archetype. Would this be acceptable? (I have tried to explain it in his background/description.)


Sevante wrote:

I did have a couple of questions though before I declare everything (but his gear) final.

First, would the spell fire belly have any effect against the cold? Mostly, if we came across someone freezing to death (say after level three when he takes infusion) could it help any?
Secondly the Cold-honed sorry no direct link :[ racial trait is normally a bit restrictive but fits rather well with the campaign. With his current background, can Senvante take it?
And finally, I was looking at taking the Empiricist archetype. Would this be acceptable? (I have tried to explain it in his background/description.)

1. Technically no.... But for you being creative... maybe.

2. Yes of course he can.

3. Acceptable? ...Yes... I don't know why it wouldn't be.


For your consideration, Ehren Ferron, Flame of Winter.

He was in another Reign of Winter game that went kaput shortly after starting, but I've changed him in accordance with your character creation rules and altered some details that bugged me about his original backstory... assuming of course, that you are all right with an ifrit. If not, I could always go back to the drawing board.


Crunch:

Markus Varnell
Male human warder (zweihander sentinel) 1
NG Medium humanoid (human)
Init +0; Senses Perception +0
--------------------
Defense
--------------------
AC 18, touch 10, flat-footed 18 (+6 armor, +2 shield)
hp 15 (1d12+3)
Fort +5, Ref +1, Will +3
Resist cold 2
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee armament shield bash +5 (1d3+4) or
. . greatsword +5 (2d6+6/19-20+1d6)
Special Attacks 1 hunting party, 1 iron shell, 1 scarlet einhander, 1 tactical strike
--------------------
Statistics
--------------------
Str 18, Dex 10, Con 15, Int 16, Wis 10, Cha 8
Base Atk +1; CMB +5; CMD 15
Feats Combat Reflexes, Martial Power, Tactical Rush
Traits deft dodger, indomitable faith, northern ancestry
Skills Acrobatics -1 (-5 to jump), Bluff +0, Climb +3, Diplomacy +3, Intimidate +3, Ride -1, Survival +4, Swim +3
Languages Common, Draconic, Dwarven, Elven
SQ Aegis, armament shield, Defensive Focus, zweihander training
Other Gear four-mirror, greatsword, 40 gp
--------------------
Special Abilities
--------------------
1 Hunting Party (Readied, 1/Encounter) (Ex) Strike: Make an attack, grant an adjacent ally an attack of opportunity against the same enemy.
1 Iron Shell (Readied, 1/Encounter) (Ex) Successful shield bash attack negates incoming attack
1 Scarlet Einhander (Ex) Stance - +2 shield bonus to AC and +1d6 damage on attacks when fighting with one weapon.
1 Tactical Strike (Readied, 1/Encounter) (Ex) Strike: Make an attack, grant nearby ally the ability to move up to 10 ft.
Aegis +1 (10 feet) (Ex) +1 morale bonus to AC and Will saves for allies within 10 feet
Armament Shield Your weapon can bash as a light shield if wielded in two hands
Combat Reflexes (5 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Defensive Focus (10ft) (Ex) Increased threatened area, can move when making AoO, +4 to CMD vs. Acro to avoid AoO
Energy Resistance, Cold (2) You have the specified Energy Resistance against Cold attacks.
Martial Power -1/+2 Take a penalty to melee attacks to grant temporary hit points.
Tactical Rush Move up to your speed as a swift action 1/encounter
Zweihander Training Gain your Aegis bonus as a shield bonus when using a two-handed weapon

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Description & Personality:

Markus is a massive man, but surprisingly swift on his feet. He has close cropped black hair with a matching beard. He is not often found out of his plate mail aside from sleep and in towns. Nevertheless, he doesn't let his blade out of his reach. Born in the north, he has a professional mercenary demeanour when he is being paid. That being said, in his off hours, he is just as hearty and merry as most. He is a consummate professional- making sure to follow his contract to the letter.

Background:

Born in Whitethrone, Markus Varnell learned to respect might, and the wrath of the Winter Witches. His father- a military man- taught him how to fight. It was also in the barracks where he learned of Gorum, and he made it a core of his faith. This left him to be scorned and ostracized as he grew up, as he worshipped a god not normally worshipped in Irrisen. When he grew up, he knew that he didn't want to live in Irrisen. So he signed up with the Scarlet Blade mercenary company, where they trained him in working in the vanguard.

In the Blade, Markus was hired out on a variety of different jobs. From bodyguarding to fighting from the Van, Markus found himself in a variety of different jobs. From time to time, he would take time off, enjoy the streets of Andor, or the architecture of Cheliax. Over time, he had a bit of adventurelust and wanderlust instilled in him, making him wish to take himself to the edges of the world. With the Blades, he managed to visit much of it, he was able to satisy much of it. But all good things came to an end, after a fight with a superior officer, Markus left the Blades, leaving his old life behind, and looking to the future.

Eventually, Markus left the Scarlet Blade to set out on his own. Eventually he began hiring himself out to various caravans and security details over several the next year or so. Now, he is between jobs, looking for the next big haul, and maybe, just maybe, an adventure.


Ehren Ferron wrote:

For your consideration, Ehren Ferron, Flame of Winter.

He was in another Reign of Winter game that went kaput shortly after starting, but I've changed him in accordance with your character creation rules and altered some details that bugged me about his original backstory... assuming of course, that you are all right with an ifrit. If not, I could always go back to the drawing board.

Ifrit is ok.


Varian seldon. At your service. No hero here sir. Just a warrior doing what he can.

(Need to rehash him a bit, but this guy was a fighter made for a RotRL campaign, however I made his back story fit just about any setting. He will be a SnB fighter, main handing a spiked heavy shield and off handing a gladius. I'll fix the crunch and reinstate his fluff upon awakening tomorrow. Have it all saved here somewhere. Bit attached to this bloke.

Or I may keep him as a Magus. Depending on what other players present. I enjoy both.


Arthrax wrote:

It's all in the profile, but I understand it can save you time. Here goes. :)

** spoiler omitted **...

Yep, that's what I was going for anyway.

Question.... Why does your character have a cold iron weapon? It's not a question about money or why "you" have it, but as to why your character has it. -_- I understand that "you" got it for the fey (which is smart by the way), but I don't understand why your character has it.


. In the small town of Heldren, we find a small ragged tent near the city's farmers market. Outside the tent is a crude sign labeled "Fortune Telling". Inside sits an almost blue skinned elf named Caladrel Wintergrasp. He passes time between the few patrons that seek his insight, by shuffling a Harrow Deck and occasionally flipping a few over on yop of the barrel in front of him concealed with tablecloth decorated in moons, suns, stars and the like. Obviously an attempt to add credibility to the promised services.

. As he turns over the 1st card, an energy showers over him. More so than the occasional "vision" he receives from the mysterious patron that, depending on your perception, either curses or blesses Caladrel with his abilities. It signifies a king! As soon he sees the card a picture forms in his head. It's that of the Witch Queen Elvanna. The 2nd comes with a higher intensity of energy. It signifies an army. A different sight comes to focus in his mind. It's a vast collection of barbarians and dragonriders. Caladrel flips card after card over, and each continues to provide increased intensity. A Dancing Hut. Several powerful giants. An advanced technology society. A magical matryoshka doll. Each card he turns shocks him with a higher intensity of power, followed by a single "photograph" imprinted in his head. He flips each card over faster than the previous. Finally he grabs one last card and as he goes to flip it over, he's struck with such a powerful blast of energy that he is propelled off the small wooden milking stool he was sitting on... unconscious to the ground. When he wakes up, he struggles to grab the barrel and pull his head high enough to see a single card sitting in the center of the table. The card of DEATH!

. Knowing this prophecy must not be allowed to manifest, Caladrel begins a journey to find the right group of "heroes", with the skills to thwart this future from happening. Willing to lend his gifts of magic, intellect, languages, and social skills... he only hopes whatever being controls Golarion will grant him the opportunity to help mold an alternate reality void of the horror he has predicted.

Submitting Caladrel Wintergrasp: Arctic Elf Winter Witch for consideration

character details:
The background section of the profile touches on many of the traits, class features, skills, ect. As a clarification, I really would like to incorporate the archetype Cartomancer but since the Winter Witch alters familiars and Cartomancer replaces familiars, I believe legally they cannot be combined. If selected I would really appreciate a GM ruling, allowing me to combine them. Additionally, it removes the mechanics of a 2nd player under my control with the familiar. Since the AP suggests the Winter Witch archetype and prestige class, I wanted to use this for the character also. I am very flexible and can "tweek" anything about the character to fit with the game. This would be a support character mostly, able to cover the role of "magic user" and "skill monkey". He could easily cross into the "healer" realm also.

player:
I've only recently tried out the witch class and really enjoy it. Much like a bard, when played well, it gives the other players at the table the opportunity to shine. I really enjoy making it possible for the melee character to hit harder and more often, setting up the spellcaster to not waste their favorite spell due to a successful save roll by the monster, and high skill points.

I have never played an AP, as most of my pbp has been under the PFS umbrella. Due to IRL events, my regular table group was broken up about a year ago. I would love to get the friendship and personal commitment with a long running group again, since PFS pbp is always a pick up group of random people.


Caladrel Wintergrasp wrote:

. In the small town of Heldren, we find a small ragged tent near the city's farmers market. Outside the tent is a crude sign labeled "Fortune Telling". Inside sits an almost blue skinned elf named Caladrel Wintergrasp. He passes time between the few patrons that seek his insight, by shuffling a Harrow Deck and occasionally flipping a few over on yop of the barrel in front of him concealed with tablecloth decorated in moons, suns, stars and the like. Obviously an attempt to add credibility to the promised services.

. As he turns over the 1st card, an energy showers over him. More so than the occasional "vision" he receives from the mysterious patron that, depending on your perception, either curses or blesses Caladrel with his abilities. It signifies a king! As soon he sees the card a picture forms in his head. It's that of the Witch Queen Elvanna. The 2nd comes with a higher intensity of energy. It signifies an army. A different sight comes to focus in his mind. It's a vast collection of barbarians and dragonriders. Caladrel flips card after card over, and each continues to provide increased intensity. A Dancing Hut. Several powerful giants. An advanced technology society. A magical matryoshka doll. Each card he turns shocks him with a higher intensity of power, followed by a single "photograph" imprinted in his head. He flips each card over faster than the previous. Finally he grabs one last card and as he goes to flip it over, he's struck with such a powerful blast of energy that he is propelled off the small wooden milking stool he was sitting on... unconscious to the ground. When he wakes up, he struggles to grab the barrel and pull his head high enough to see a single card sitting in the center of the table. The card of DEATH!

. Knowing this prophecy must not be allowed to manifest, Caladrel begins a journey to find the right group of "heroes", with the skills to thwart this future from happening. Willing to lend his gifts of magic, intellect, languages, and social skills... he only hopes...

... So you played it before?

Also, you don't have to have a second player play your familiar, you can play it yourself with an alias (or not) if you want.

..... I'm slightly hesitant.... but I think I will allow you to replace your familiar for the spell deck, but only because it doesn't really do much with the familiars (it just restricts them to a specific set that replaces the normal ones).

Also, if you are chosen I hope to be DMing this for a while so don't worry about me dropping it very early (I hope to not drop it at all actually). If not, then I hope you find a gaming group that will have you and stick with it.


Thoughts? As for how he got their. Well. He is a drifter. I can work something else but the idea behind Varian is he is an exile drifting place to place helping what he can.


Amsheagar Here

Crunch:

SHADOW CAT Male Ranger 1
CN Medium Catfolk / Humanoid (Catfolk)
<<Init>> +2;
<<Senses>> Perception +5, Low-light Vision
------------------DEFENSE------------------
<<AC>> 19, touch 12, flat-footed 17 (+5 armor, +2 shield, +2 dex)
<<hp>> 12 (1d10+2)
<<ER>> Cold 2
<<Fort>> +5, <<Ref>> +4, <<Will>> +1
<<Armor >>
KikkoArmour, Medium
<<Shield >> Heavy Wooden Shield
<<Defensive Abilities>> Cat's Luck (PFBty3 47)
------------------OFFENSE------------------
<<Spd>> 20 ft/x4; Climb 20 ft
<<Melee>> Large Claws +4 (1d6+3) 20/x2
<<Melee>> Longsword +4 (1d8+3) 19-20/x2
<<Ranged>> Composite Longbow +3 (1d8) 20/x3
<<Special Attacks>> Claws (PFARG 91)
------------------STATISTICS------------------
<<Str>> 16,
<<Dex>> 15,
<<Con>> 14,
<<Int>> 13,
<<Wis>> 12,
<<Cha>> 11
<<BAB>> +1, <<CMB>> +4, <<CMD>> +16
<<Feats>>
Armor Proficiency (LIGHT / MEDIUM) (PFCR 118),
Catfolk Exemplar (PFARG 93),
Shield Proficiency (PFCR 133)
<<Skills>>
Climb +10,
Diplomacy +1,
Handle Animal +4,
Perception +5,
Spellcraft +5,
Stealth +1,
Use Magic Device +1
<<SQ>>
Climber (PFARG 91),
Favored Enemy (Animal) (PFCR 64),
Wild Empathy (PFCR 65)
<<MC>>
Track (PFAPG 40)
<<Traits>>
Born to the Water (Race) (PFCo: StLC 23),
Dirty Fighter (Combat) (PFUCgn 52),
Northern Ancestry (Campaign: Reign of Winter) (PFCo: RoW PG 6)
<<Languages>> Common, Sylvan

Equipment
Cold weather gear
Arrows 20 Incendiary
Arrows 80 Normal
Cold-weather gear
Heavy wooden shield
Longsword
Composite Longbow
Kikko Armour

Backstory:

Shadow Cat was found in the north as a baby. He was raised by a village hunter. He was raised to respect the land and to be careful of his step. During the summer months, if not hunting, he spent his time in the lake. He still had to hunt during the winter, so he suited up and went out, sometimes days on end. He could always tell that he didn't belong in the village, something about the furless people made him question where he belonged. So he has set out to locate his birth family.

Appearance:

Shadow Cat's fur is white with a few patches of black here and there. He is 66 inches tall. He tends to hunt for his food, but he does carry around a few days worth of dried meat. He is a decent cook and he knows some of the area.


Also, keeping in line with your theme. (Front line fighter, divine, arcane, skill) and seeing no room for 5thies I'll make him a fighter have to rehash him as said. But I'm very tired ATM. :P,need sleep first. His background won't change much.


Varian Seldlon wrote:
Thoughts? As for how he got their. Well. He is a drifter. I can work something else but the idea behind Varian is he is an exile drifting place to place helping what he can.

I love your character background, but I would also like how he came to the village and you have no crunch. It would also be nice if you could post both in the thread please.

Varian Seldlon wrote:
Also, keeping in line with your theme. (Front line fighter, divine, arcane, skill) and seeing no room for 5thies I'll make him a fighter have to rehash him as said. But I'm very tired ATM. :P,need sleep first. His background won't change much.

You don't have to change him from a magus and those are roles not literal classes.

I also didn't say divine I said healer and I didn't say arcane I said magic user. You could have a front lines fighter that was a magic user (there are the magi, the warpriest,etc.... look at a synthesist summoner for Peat's sake), you can have a healer that isn't a divine caster (bard, witch, and alchemist as examples), magic user defines a broad area of classes (mostly what I am looking for is a straight magic class, something that reaches 9th level spells), and a skill monkey doesn't have to be a rogue (bard and investigator).

^_^ Thank you for wanting to get feedback from me and the above text is just to show what I mean and is in no way negative towards you... I'm just slightly frustrated that people keep interpreting it wrong. Did I write it wrong?.... :(

Shadow Cat wrote:
Amsheagar Here

Thank you for posting in the thread. I like your crunch except for what happened near your feats and skills... I would also like more content be added to your background please.

Silver Crusade

Not particularly, but it does hint at wanting a more 'old school' party were you got the wizard, the cleric. The fighter and the rogue because a magus isn't a 9th level magic user, nor as front linerish as a fighter it steers me away from it. (Also, I suffer from mild insomnia...) I haven't updated the crunch yet from his last game. (4d6 I had 3 18s. XD) to tired but can't sleep.


I fixed the stat issue. I'll work more on a background story.


rorek55 wrote:
Not particularly, but it does hint at wanting a more 'old school' party were you got the wizard, the cleric. The fighter and the rogue because a magus isn't a 9th level magic user, nor as front linerish as a fighter it steers me away from it. (Also, I suffer from mild insomnia...) I haven't updated the crunch yet from his last game. (4d6 I had 3 18s. XD) to tired but can't sleep.

Thanks for understanding. (Funny that I am also a sleight insomniac)

I guess I am kinda old schoolish... funny though, because I'm 20. I guess I blame it on the fact that the first rpg I played was 2nd edition AD&D. It might be because of that I am a firm believer in the "balanced" party, but it doesn't have to be that way. I am also a firm believer in letting players pick what they want to do with their characters for the most part (within reason).

I think a magus can make a pretty decent, maybe even powerful, front lines fighter if made correctly. I also believe that any class can fill any role if you put your mind to it, though I grant you that some would be indeed harder than others to pull off.

Well.. I guess good night.

Liberty's Edge

Darrian Masters Dungeon Maestro wrote:
Arthrax wrote:

It's all in the profile, but I understand it can save you time. Here goes. :)

** spoiler omitted **...

Yep, that's what I was going for anyway.

Question.... Why does your character have a cold iron weapon? It's not a question about money or why "you" have it, but as to why your character has it. -_- I understand that "you" got it for the fey (which is smart by the way), but I don't understand why your character has it.

In his gear it was listed as a regular battle axe. It's fixed now. Arthrax was involved in a short-lived RoW game, hence the cold iron weapon stats.


Name's Djack.

Not the easiest life ahead of him, that one. But, filled with wonder, delight and sometimes sadness. Heldren, now.

They tell him he must have hit his head or been struck by lightning, but he clings to his story. They try to twist his mind and recast his reality, but he's stubborn.

He claims on a brutally cold winter night he'd come across a sight to set a grown man mad. Horned demon, angry red and spitting fire. Towering over a fallen crone, wrinkled and withering. Scampering backward to his feet.

He must have picked up the wooden stick to help him walk through the snow drifts, she needed it more than him though. She never asked for it, probably didn't even know he had it. But, at that place in that moment, he did.

The child handing her the stick, her staff, was just the first surprise for her that night. Then, he stepped between her and the demon unafraid and threw a snowball at it.

Leave her alone!

Then, she was holding him. But she was younger, perfectly beautiful. Her lips touched his forehead, where it tingled. But, the say the discoloration of his hair was lightning. That's what they want him to believe.

Now, over ten years later he's heard it over and over. This winter, this death is the hand of Baba Yaga. And in his very heart, he knows he must clear her name.

What was it she said? Oh. Djack be nimble. Djack be quick! Never knew what it really meant, but it's saved his life a few times.


stat block:

Elf Magus-
Traits-
Northern Ancestry
Magical Lineage- shocking grasp
Focused Mind
drawback-pride
Stats:
Str: 10
Dex: 19 (17+2)
Con: 13 (15-2)
Int: 16 (14+2)
Wis: 12
Cha: 10

Feats- weapon finesse

Gear- Scimitar, Studded leather,
items-
Backpack, belt pouch, flint and steel, rations (20), Lantern, oil(30), waterskin (3), hammer, silk rope 50ft, Cold weather gear, travelers clothes, bedroll,-

44g
23S

Skills 7 per level.
Perception-1 (+6)
Acrobatics-1 (+
Linguistics-1
Knowledge Arcana-1 (+7)
Knowledge Planes-1 (+7)
SpellCraft-1 (+7)
Performance (dance)- 1
spells known-
all 0 level magus spells

1st-
Shocking Hands
Color Spary
Vanish
Shield
Chill touch
Burning Hands
Mount
Grease

Here it is, Still not sure whether I should go magus or fighter, but eh.

How I got here:

Short version- Varian heard of (and has experienced) These strange areas of sudden winter and also heard rumors that they feel it is within the lands of the north that these unusual climate changes come. He also heard that adventurers and heros flock to the land to see if something is afoot and so to he will answer the call. After all, he has got to earn the title of hero again before he can return home. He also remembers his home town is, relatively speaking, close to that region and whenever he thinks of the Frozen regions he has a strange, yet strong, yearning to go their. His nature, combined with this strange wanderlust as brought Varian to the icy shores of the frozen lands and eventually the frontier town of Heldren.


The dear sweet grandma Mable would be interested in your adventure. She just started the adventure when it fell apart. I will need to update her to 25 points if you will allow her a chance to join.


Darrian Masters Dungeon Maestro wrote:
"... So you played it before?"

No. Never played ANY AP. I just grabbed things I read in the player's guide, and summary of AP from the paizo description of the AP http://paizo.com/pathfinder/adventurePath/reignOfWinter.

Thank you for the leniency with adding the Cartomancer flavor/fluff.


... I never realized how hard it was going to be to start picking people... not that I have yet, but there are many hopefuls so far...

I know I'm going to feel bad once the recruitment is over. I wish I could take on everyone, but alas I am mortal and that would be one hell of a nightmare to run.

Because there seems to be a good amount so far... I think its safe to say that I can conclude the recruitment by Monday. Those who haven't posted a submission yet and want to take part please do. Good luck!


Did Djack's little ditty evoke any reaction?

Intentionally going for that Tom Sawyer, wide-eyed wonderment. Never read nor played the AP.

Young Human... Dex Rogue.

Or he not worth pursuing?

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